// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/output/shader.h" #include "base/basictypes.h" #include "base/logging.h" #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h" #define SHADER0(Src) #Src #define SHADER(Src) SHADER0(Src) using WebKit::WebGraphicsContext3D; namespace cc { namespace { static void GetProgramUniformLocations(WebGraphicsContext3D* context, unsigned program, const char** shader_uniforms, size_t count, size_t max_locations, int* locations, bool using_bind_uniform, int* base_uniform_index) { for (size_t uniform_index = 0; uniform_index < count; uniform_index ++) { DCHECK(uniform_index < max_locations); if (using_bind_uniform) { locations[uniform_index] = (*base_uniform_index)++; context->bindUniformLocationCHROMIUM(program, locations[uniform_index], shader_uniforms[uniform_index]); } else { locations[uniform_index] = context->getUniformLocation(program, shader_uniforms[uniform_index]); } } } } VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) {} void VertexShaderPosTex::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", }; int locations[1]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; DCHECK(matrix_location_ != -1); } std::string VertexShaderPosTex::GetShaderString() const { return SHADER( attribute vec4 a_position; attribute vec2 a_texCoord; uniform mat4 matrix; varying vec2 v_texCoord; void main() { gl_Position = matrix * a_position; v_texCoord = a_texCoord; } ); } VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() : matrix_location_(-1), tex_scale_location_(-1) {} void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", "texScale", }; int locations[2]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; tex_scale_location_ = locations[1]; DCHECK(matrix_location_ != -1 && tex_scale_location_ != -1); } std::string VertexShaderPosTexYUVStretch::GetShaderString() const { return SHADER( precision mediump float; attribute vec4 a_position; attribute vec2 a_texCoord; uniform mat4 matrix; varying vec2 v_texCoord; uniform vec2 texScale; void main() { gl_Position = matrix * a_position; v_texCoord = a_texCoord * texScale; } ); } VertexShaderPos::VertexShaderPos() : matrix_location_(-1) {} void VertexShaderPos::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", }; int locations[1]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; DCHECK(matrix_location_ != -1); } std::string VertexShaderPos::GetShaderString() const { return SHADER( attribute vec4 a_position; uniform mat4 matrix; void main() { gl_Position = matrix * a_position; } ); } VertexShaderPosTexTransform::VertexShaderPosTexTransform() : matrix_location_(-1), tex_transform_location_(-1), vertex_opacity_location_(-1) {} void VertexShaderPosTexTransform::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", "texTransform", "opacity", }; int locations[3]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; tex_transform_location_ = locations[1]; vertex_opacity_location_ = locations[2]; DCHECK(matrix_location_ != -1 && tex_transform_location_ != -1 && vertex_opacity_location_ != -1); } std::string VertexShaderPosTexTransform::GetShaderString() const { return SHADER( attribute vec4 a_position; attribute vec2 a_texCoord; attribute float a_index; uniform mat4 matrix[8]; uniform vec4 texTransform[8]; uniform float opacity[32]; varying vec2 v_texCoord; varying float v_alpha; void main() { gl_Position = matrix[int(a_index * 0.25)] * a_position; vec4 texTrans = texTransform[int(a_index * 0.25)]; v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; v_alpha = opacity[int(a_index)]; } ); } std::string VertexShaderPosTexTransformFlip::GetShaderString() const { return SHADER( attribute vec4 a_position; attribute vec2 a_texCoord; attribute float a_index; uniform mat4 matrix[8]; uniform vec4 texTransform[8]; uniform float opacity[32]; varying vec2 v_texCoord; varying float v_alpha; void main() { gl_Position = matrix[int(a_index * 0.25)] * a_position; vec4 texTrans = texTransform[int(a_index * 0.25)]; v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; v_texCoord.y = 1.0 - v_texCoord.y; v_alpha = opacity[int(a_index)]; } ); } std::string VertexShaderPosTexIdentity::GetShaderString() const { return SHADER( attribute vec4 a_position; varying vec2 v_texCoord; void main() { gl_Position = a_position; v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; } ); } VertexShaderQuad::VertexShaderQuad() : matrix_location_(-1), point_location_(-1), tex_scale_location_(-1) {} void VertexShaderQuad::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", "point", "texScale", }; int locations[3]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; point_location_ = locations[1]; tex_scale_location_ = locations[2]; DCHECK_NE(matrix_location_, -1); DCHECK_NE(point_location_, -1); DCHECK_NE(tex_scale_location_, -1); } std::string VertexShaderQuad::GetShaderString() const { return SHADER( attribute vec4 a_position; attribute vec2 a_texCoord; uniform mat4 matrix; uniform vec2 point[4]; uniform vec2 texScale; varying vec2 v_texCoord; void main() { vec2 complement = abs(a_texCoord - 1.0); vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); pos.xy += (complement.x * complement.y) * point[0]; pos.xy += (a_texCoord.x * complement.y) * point[1]; pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; pos.xy += (complement.x * a_texCoord.y) * point[3]; gl_Position = matrix * pos; v_texCoord = (pos.xy + vec2(0.5)) * texScale; } ); } VertexShaderTile::VertexShaderTile() : matrix_location_(-1), point_location_(-1), vertex_tex_transform_location_(-1) {} void VertexShaderTile::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", "point", "vertexTexTransform", }; int locations[3]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; point_location_ = locations[1]; vertex_tex_transform_location_ = locations[2]; DCHECK(matrix_location_ != -1 && point_location_ != -1 && vertex_tex_transform_location_ != -1); } std::string VertexShaderTile::GetShaderString() const { return SHADER( attribute vec4 a_position; attribute vec2 a_texCoord; uniform mat4 matrix; uniform vec2 point[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main() { vec2 complement = abs(a_texCoord - 1.0); vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); pos.xy += (complement.x * complement.y) * point[0]; pos.xy += (a_texCoord.x * complement.y) * point[1]; pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; pos.xy += (complement.x * a_texCoord.y) * point[3]; gl_Position = matrix * pos; v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; } ); } VertexShaderVideoTransform::VertexShaderVideoTransform() : matrix_location_(-1), tex_matrix_location_(-1) {} bool VertexShaderVideoTransform::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "matrix", "texMatrix", }; int locations[2]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); matrix_location_ = locations[0]; tex_matrix_location_ = locations[1]; return matrix_location_ != -1 && tex_matrix_location_ != -1; } std::string VertexShaderVideoTransform::GetShaderString() const { return SHADER( attribute vec4 a_position; attribute vec2 a_texCoord; uniform mat4 matrix; uniform mat4 texMatrix; varying vec2 v_texCoord; void main() { gl_Position = matrix * a_position; v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); } ); } FragmentTexAlphaBinding::FragmentTexAlphaBinding() : sampler_location_(-1), alpha_location_(-1) {} void FragmentTexAlphaBinding::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", "alpha", }; int locations[2]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; alpha_location_ = locations[1]; DCHECK(sampler_location_ != -1 && alpha_location_ != -1); } FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) {} void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", }; int locations[1]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; DCHECK(sampler_location_ != -1); } FragmentShaderOESImageExternal::FragmentShaderOESImageExternal() : sampler_location_(-1) {} bool FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", }; int locations[1]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; return sampler_location_ != -1; } std::string FragmentShaderOESImageExternal::GetShaderString() const { // Cannot use the SHADER() macro because of the '#' char return "#extension GL_OES_EGL_image_external : require\n" SHADER( precision mediump float; varying vec2 v_texCoord; uniform samplerExternalOES s_texture; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w); } ); } std::string FragmentShaderRGBATexAlpha::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); gl_FragColor = texColor * alpha; } ); } std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; varying float v_alpha; uniform sampler2D s_texture; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); gl_FragColor = texColor * v_alpha; } ); } std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString() const { return "#extension GL_ARB_texture_rectangle : require\n" SHADER( precision mediump float; varying vec2 v_texCoord; varying float v_alpha; uniform sampler2DRect s_texture; void main() { vec4 texColor = texture2DRect(s_texture, v_texCoord); gl_FragColor = texColor * v_alpha; } ); } std::string FragmentShaderRGBATexOpaque::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); gl_FragColor = vec4(texColor.rgb, 1.0); } ); } std::string FragmentShaderRGBATex::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D(s_texture, v_texCoord); } ); } std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; } ); } std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); } ); } FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() : sampler_location_(-1), alpha_location_(-1), edge_location_(-1) {} void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", "alpha", "edge", }; int locations[3]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; alpha_location_ = locations[1]; edge_location_ = locations[2]; DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && edge_location_ != -1); } std::string FragmentShaderRGBATexAlphaAA::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; uniform vec3 edge[8]; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); vec3 pos = vec3(gl_FragCoord.xy, 1); float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); } ); } FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() : sampler_location_(-1), alpha_location_(-1), fragment_tex_transform_location_(-1), edge_location_(-1) {} void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", "alpha", "fragmentTexTransform", "edge", }; int locations[4]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; alpha_location_ = locations[1]; fragment_tex_transform_location_ = locations[2]; edge_location_ = locations[3]; DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && fragment_tex_transform_location_ != -1 && edge_location_ != -1); } std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; uniform vec4 fragmentTexTransform; uniform vec3 edge[8]; void main() { vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; vec4 texColor = texture2D(s_texture, texCoord); vec3 pos = vec3(gl_FragCoord.xy, 1); float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); } ); } std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; uniform vec4 fragmentTexTransform; uniform vec3 edge[8]; void main() { vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; vec4 texColor = texture2D(s_texture, texCoord); vec3 pos = vec3(gl_FragCoord.xy, 1); float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); } ); } FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() : sampler_location_(-1), mask_sampler_location_(-1), alpha_location_(-1), mask_tex_coord_scale_location_(-1) {} void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", }; int locations[5]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; mask_sampler_location_ = locations[1]; alpha_location_ = locations[2]; mask_tex_coord_scale_location_ = locations[3]; mask_tex_coord_offset_location_ = locations[4]; DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && alpha_location_ != -1); } std::string FragmentShaderRGBATexAlphaMask::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform sampler2D s_mask; uniform vec2 maskTexCoordScale; uniform vec2 maskTexCoordOffset; uniform float alpha; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); vec4 maskColor = texture2D(s_mask, maskTexCoord); gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w; } ); } FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() : sampler_location_(-1), mask_sampler_location_(-1), alpha_location_(-1), edge_location_(-1), mask_tex_coord_scale_location_(-1) {} void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "s_texture", "s_mask", "alpha", "edge", "maskTexCoordScale", "maskTexCoordOffset", }; int locations[6]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); sampler_location_ = locations[0]; mask_sampler_location_ = locations[1]; alpha_location_ = locations[2]; edge_location_ = locations[3]; mask_tex_coord_scale_location_ = locations[4]; mask_tex_coord_offset_location_ = locations[5]; DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && alpha_location_ != -1 && edge_location_ != -1); } std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString() const { return SHADER( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; uniform sampler2D s_mask; uniform vec2 maskTexCoordScale; uniform vec2 maskTexCoordOffset; uniform float alpha; uniform vec3 edge[8]; void main() { vec4 texColor = texture2D(s_texture, v_texCoord); vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); vec4 maskColor = texture2D(s_mask, maskTexCoord); vec3 pos = vec3(gl_FragCoord.xy, 1); float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); } ); } FragmentShaderYUVVideo::FragmentShaderYUVVideo() : y_texture_location_(-1), u_texture_location_(-1), v_texture_location_(-1), alpha_location_(-1), yuv_matrix_location_(-1), yuv_adj_location_(-1) {} void FragmentShaderYUVVideo::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "y_texture", "u_texture", "v_texture", "alpha", "yuv_matrix", "yuv_adj", }; int locations[6]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); y_texture_location_ = locations[0]; u_texture_location_ = locations[1]; v_texture_location_ = locations[2]; alpha_location_ = locations[3]; yuv_matrix_location_ = locations[4]; yuv_adj_location_ = locations[5]; DCHECK(y_texture_location_ != -1 && u_texture_location_ != -1 && v_texture_location_ != -1 && alpha_location_ != -1 && yuv_matrix_location_ != -1 && yuv_adj_location_ != -1); } std::string FragmentShaderYUVVideo::GetShaderString() const { return SHADER( precision mediump float; precision mediump int; varying vec2 v_texCoord; uniform sampler2D y_texture; uniform sampler2D u_texture; uniform sampler2D v_texture; uniform float alpha; uniform vec3 yuv_adj; uniform mat3 yuv_matrix; void main() { float y_raw = texture2D(y_texture, v_texCoord).x; float u_unsigned = texture2D(u_texture, v_texCoord).x; float v_unsigned = texture2D(v_texture, v_texCoord).x; vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; vec3 rgb = yuv_matrix * yuv; gl_FragColor = vec4(rgb, float(1)) * alpha; } ); } FragmentShaderColor::FragmentShaderColor() : color_location_(-1) {} void FragmentShaderColor::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "color", }; int locations[1]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); color_location_ = locations[0]; DCHECK(color_location_ != -1); } std::string FragmentShaderColor::GetShaderString() const { return SHADER( precision mediump float; uniform vec4 color; void main() { gl_FragColor = color; } ); } FragmentShaderColorAA::FragmentShaderColorAA() : edge_location_(-1), color_location_(-1) {} void FragmentShaderColorAA::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "edge", "color", }; int locations[2]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); edge_location_ = locations[0]; color_location_ = locations[1]; DCHECK(edge_location_ != -1 && color_location_ != -1); } std::string FragmentShaderColorAA::GetShaderString() const { return SHADER( precision mediump float; uniform vec4 color; uniform vec3 edge[8]; void main() { vec3 pos = vec3(gl_FragCoord.xy, 1); float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); gl_FragColor = color * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); } ); } FragmentShaderCheckerboard::FragmentShaderCheckerboard() : alpha_location_(-1), tex_transform_location_(-1), frequency_location_(-1) {} void FragmentShaderCheckerboard::Init(WebGraphicsContext3D* context, unsigned program, bool using_bind_uniform, int* base_uniform_index) { static const char* shader_uniforms[] = { "alpha", "texTransform", "frequency", "color", }; int locations[4]; GetProgramUniformLocations(context, program, shader_uniforms, arraysize(shader_uniforms), arraysize(locations), locations, using_bind_uniform, base_uniform_index); alpha_location_ = locations[0]; tex_transform_location_ = locations[1]; frequency_location_ = locations[2]; color_location_ = locations[3]; DCHECK(alpha_location_ != -1 && tex_transform_location_ != -1 && frequency_location_ != -1 && color_location_ != -1); } std::string FragmentShaderCheckerboard::GetShaderString() const { // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" // by Munshi, Ginsburg, Shreiner. return SHADER( precision mediump float; precision mediump int; varying vec2 v_texCoord; uniform float alpha; uniform float frequency; uniform vec4 texTransform; uniform vec4 color; void main() { vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); vec4 color2 = color; vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); float picker = abs(coord.x - coord.y); gl_FragColor = mix(color1, color2, picker) * alpha; } ); } } // namespace cc